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Developer Notes #11 - Loot 2.0

Developer Notes #11 - Loot 2.0

Later this month, MindArk will be releasing a special Loot 2.0 Version Update that will overhaul the way in which hunting loot is calculated and distributed. Many of the features and systems added over the past few years have gradually led to this update, which will significantly improve overall loot returns for the vast majority (upwards of 98%) of participants.

The information in this Developer Notes article is intended to inform participants of the upcoming changes and to gather initial impressions and feedback to help ensure a smooth implementation of this exciting update. Please bear in mind that the changes described below are still being finalized and tested, so some specific details may be changed upon release, while other changes may require additional refinement or testing and therefore may not appear in the initial Loot 2.0 release, but instead in subsequent patches or Version Updates.

Loot Changes

Loot calculations will be optimized and improved to better factor in the various costs associated with hunting activity, including: healing, ammo consumption, buffs, tool and armor deterioration, attachments, and more.

A special hunting bonus pool will be implemented that will distribute funds from various sources, including skill misses, PVP, marketing and special events, which will improve overall loot returns for all participants.

A new Economy rating parameter will be introduced, on a scale of 1-100, that indicates the efficiency of a tool and which influences loot calculations. This change from the once dominant damage/pec model will provide the design team with more freedom to release exciting and interesting items with a wider range of damage output and special effects. For example, our team will have the ability to create powerful new items that provide access to challenging and exciting content without dramatically increasing cost to play. Existing items will be assigned Economy values that reflect their relative efficiency to one another and to the entire array of items in the universe.

Avatar skills will play a role in loot calculations and this role will be expanded in future Version Updates. Imagine new professions that offer hunting specialization opportunities and a way to incrementally increase net loot returns for dedicated and active hunters.

MindArk has been monitoring the community discussions concerning so-called 'loot waves' and will implement changes in the Loot 2.0 and subsequent Version Updates that will address this issue by improving the distribution of resources and items, with the goal of ensuring that loot opportunities are more interesting, dynamic and fair for all participants

Ammunition will be removed from hunting loot. This change has been requested by many participants over the years and will assist participants in more accurately tracking their results.

Loot value calculations and the composition of the items in loot will be affected by properly matching avatar skills and gear to the creature being hunted, rewarding efficient kills with more interesting loot. For optimal loot, it will be important to avoid inefficiencies such as low damage output compared to creature health, excessive time and cost to kill, overkill damage, unmaxed weapons and other factors. This system is intended to reward game knowledge, which has traditionally been an important and unique aspect of success in Entropia Universe, and to provide opportunities for participants to improve their loot returns via experimentation, optimization and specialization.

Also in the Loot 2.0 Version Update will be a range of improvements to various other systems with a eye toward lowering costs and increasing enjoyment for all Entropians. An example of such are the following planned changes to armor:

Armor Changes

Armor now decays significantly less per point of damage absorbed.

Armor no longer has a minimum decay based on total protection, it will now always decay proportionally to the amount of damage absorbed.

Armor can now absorb all incoming damage down to a minimum of 0.1 point of damage taken, instead of the previous 1.0 points of damage.

Armor and armor platings now decay independently based on the amount of damage they each actually absorb, rather than both decaying as if absorbing the full amount of received damage.

Armor decay is now linear per point of damage absorbed, rather than increasing in cost per damage absorbed.

A profession level requirement will be introduced for non-(L) armors. Meeting the required level results in the armor offering full protection at all condition values. If the profession requirement is not met, armor works as before, with protection decreasing relative to condition.

Our design and development teams have been working very hard on these important changes for many months now, and MindArk looks forward to incorporating valuable feedback from our wonderful and passionate community leading up to the release of Loot 2.0!